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Latest game version update: v16.1 - November 29th, 2014.Download found below.

Introduction

From its start in late 2000 and to its almost-end in 2010, BIONICLE was one of my favorite series. I had, and still have, a great affection for the bio-mechanical beings that inhabit its universe. For several years, I've wanted to create a large-scale game based on BIONICLE. I've tried and failed twice in the past due to lack of sufficient programming skill. But now I'm back and ready, and I've gotten quite far already.I therefore proudly present to you: my work-in-progress.Note that I am making this game for you, fellow fans. Your feedback is very valuable to me. So please, if you enjoy this game: take a moment to post a reply. It will be greatly appreciated!

Character creation

First out: the Toa, chosen heroes of the universe! Each Toa wields an elemental power, which allows them to control, create and absorb that element. Toa also wear Kanohi masks or helmets imbued with an additional power. Losing the mask, however, weakens the Toa. In this game, you will be able to select both your element and mask power, as well as picking a weapon from a wide selection. Some weapons have special powers of their own.

The other playable race is one of the fiercest enemy types the Toa have encountered: the Rahkshi! They might be primarily empty shells of armor controlled by a leech-like creature, but Rahkshi have special powers of their own, most of them based on destruction or deception. Rahkshi can not absorb power from the environment like Toa can, nor can they use mask powers, but they make up for it with their powerful attacks and ability to fly at will. If a Rahkshi chooses to carry a staff imbued with their own power, they can increase their strength through that as well. Toa and Rahkshi with different powers can pick up a dropped Rahkshi Staff in order to use its power.

In addition to choosing between the two species and their many powers, you can also adjust the values of five different stats: Strength, vitality, dexterity, element and mind.- Strength modifies the power of physical attacks and melee strikes.- Vitality increases health and other related attributes.- Dexterity determines run speed and jump height.- Element modifies the power of special attacks.- Mind relates to the amount of energy available as well as its recharge rate. Mask powers also benefit from the mind stat.

Current features

The engine is still being worked on. Most of the basics are in: Movement, terrain, the ability to customize. Weapons, items and powers are being worked on. All the powers have been indexed and given default colors, but not all have actual effects in gameplay.- Play as either Toa or Rahkshi.- Customize your character's powers, equipment, stats and color.- Toa elements: Fire, air, earth, stone, ice, light, shadow, plasma, magnetism, plant life, sonics, lightning, iron, psionics.- Rahkshi powers: Fear, disintegration, poison, fragmentation, hunger, chain lightning, teleportation, quick healing, plasma, magnetism, chameleon, laser vision, gravity.- Mask powers: Shielding, levitation, speed, strength, invisibility, corrosion, regeneration, hunger, teleportation, truth, light and shadow, portals.- Weapon powers: Burn, freeze, stun, disarm, chainsaw, laser shot, light beam, armor piercing, Rahkshi powers, stat modifiers.- Five main maps and two test maps. Proper maps: Karda Nui, with its giant stone pillars, straw hut village, Codrex, swarms of Nui-Rama and a boss; Mangaia, mostly a dark, flat cave at this point; Kini-Nui, the Great Temple; a joined version of the two previous maps; Onu-Koro, with its dim tunnels, underground village and flooded mine section; and Ta-Koro: Village of Fire, with a large central platform and lethal lava on both sides. A stone fortress will eventually be placed in this map.- Various status effects (freeze, burn, poison, healing, gravity changes, temporary stat reductions, blind)- Color customization, power and weapon selection, stat modification.- Saving and loading of character files.- Settings menu with customizable controls and music/sound toggle.- Screenshot function (hit F9 to capture a screenshot and save it to the game folder)- Battle AI enemies while you wait for the game's true purpose: Online multiplayer.

Click the banners to choose your preferred download host (what hosts are available may vary):

IMPORTANT: After downloading, you must extract the files from the archive, otherwise the game will not work properly! Extracting is as simple as right-clicking the ZIP folder and selecting "Unzip", "Extract", or whatever your computer calls it. After you get the uncompressed files, you can safely delete the ZIP itself. To start the game, simply run the EXE file (the one with the proper game icon). Note that this game is made to run on Windows systems only (Vista and later); I can not guarantee that it will work with WINE or similar.

ALSO IMPORTANT: Do not change the folder structure, or some files will not load! The game itself must be in the same folder as any DLLs and INIs, and the music must be in a sub-folder. Moving stuff around will break the program. If you want a shortcut to the game, right-click the main EXE file and choose "select shortcut". Do not move the game file itself.

Changes (16.1):- Toa Mata didn't spawn properly on Kini Nui. They do now.- Items will now spawn in the joint Kini Nui/Mangaia map.- Fixed the gravity field preventing flying characters from exiting Mangaia, and also made it 100% certain to prevent fall damage.- Added a column of light which lifts you out of Mangaia after the boss fight. Use it by pressing Up+Use, like you would on a teleporter.- Fixed a few issues with the Makuta boss fight... and apparently introduced some new ones. Sorry about the mess.- Added music for Makuta boss fight.- New attempt at solving the Windows 8 crashes - the crashes are related to sound, so go to settings and turn on Win8 bug fix to eliminate certain troublesome sound effects for the time being.- Nui-Jaga now spawn every 30-40 seconds in Onu-Koro.- New weapon: Lava Launcher. Fires a stream of flames.

16.0:- New map: Kini-Nui and Mangaia combined.- New boss fight: Makuta Teridax. Found in the Mangaia portion of the joint map.- Boss fight with Rahkshi moved from Kini-Nui to joint map. Defeating them opens the way into Mangaia.- Boss fight with Toa Mata moved from Ta-Koro to Kini-Nui.- New Rahi enemy: Nui-Jaga. A few of them appear in Onu-Koro.- Made bots use the new Plant Life secondary attack.- You still have to go to settings and turn on the Windows 8 "bugfix" if you have problems. Multiple sound effects being placed at the same time is the primary crash factor.

Please note that these are all experimental and subject to change before actually being added to the game.

FAQ

When is the next update?I use my spare time for this, so it's very hard to schedule new versions. I try to pop one out every few months or so. I hope to fix the game engine and start popping out more rapid updates sooner or later.

This weapon/ability doesn't work, or it causes errors.It has most likely not been fully programmed yet. If it has been mentioned in the change log, though, then please report any errors to me either here in this topic, or via PM or e-mail.

Will you add X to the game?There are a lot of items, powers and characters that I want to include, but because everything needs to be programmed somehow I can't afford to include them all. Feel free to make suggestions; I try to reply to them all.

How do I spawn the bosses?First, make sure that AI enemies are enabled on the map selection screen, as no bosses will appear otherwise. In Karda Nui, the boss is spawned by eliminating all the Exo-Toa on the map. In the Mangaia and Kini-Nui maps, the boss battles are triggered by finding a special sparkling point somewhere on the map, activating it, and then returning to the center. An item will be present that calls the boss(es) when touched. The arrival of a boss is signified by a change in music and sometimes map backgrounds. Defeating them will leave behind a special power-up item.

It crashes.I'm sorry, but I'm using a pretty old version of GM for this game, and it has issues with newer systems. I will eventually port it to a new engine. In the meantime, other factors of slowdown may be high usage of CPU or RAM, as my ancient code isn't exactly the most efficient.

Known errors:

- Players will often spawn with a health bar that is not entirely full.- If a players or AI dies right before their attack strikes a target, the log might show an "Unknown variable" error.- Wearing armor other than Nuva Armor is not recommended at the moment.- On newer systems (Windows 8), the game might crash when a lot of sound effects play at once. This happens most frequently with the fire- and lightning ball attacks. A settings option is included to turn of the problematic sounds for the time being.

Banners

If you wish to support this game, feel free to copy and paste the code beneath one of the banners into your signature. Thanks!

Cool, I think I remember a link from one of your posts in the Forum Archives that would open up a page that had information on the powers and abilities of different elements and rahkshi powers, could you make another list?

Ah, yes, I remember that. I'll see if I can find the old link. If not, I'll make a new one to use here. Most of it has been copied into the new character creation screen, but I guess it would be good to have a checklist of working powers.

I'm certain the other game programmers will return once word goes out that the forums are back.

The forum downtime (or, as I'll start calling it, The Null) was/should be a powerful lesson to Bionicle fangame developers that reliance on forums for PR and coordinating development (and in some cases, an informal home page) is a bad idea, and is prone to failure. Hopefully, we'll start to see more Bionicle game projects on sites like SourceForge or TuxFamily, who frankly have a more reliable track record than BZP. For example, does anyone here remember Toa's Quest 3? It was a fun fan-made Bionicle platformer, but since its download link was only posted on BZP, it was lost forever in the Dataclysm. Fortunately, I have a copy of it hanging around on a USB stick, but many pre-Dataclysm games weren't so lucky.

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Every moment gives us a chance to become more than what we are.-Ryu, Street Fighter III: 3rd Strike: Fight for the FutureNot luck. It's what you do that makes you a hero.-Kopaka Nuva, MoLI have but one destiny.-Takanuva, MoL

For example, does anyone here remember Toa's Quest 3? It was a fun fan-made Bionicle platformer, but since its download link was only posted on BZP, it was lost forever in the Dataclysm. Fortunately, I have a copy of it hanging around on a USB stick, but many pre-Dataclysm games weren't so lucky.

BEST GAME EVER!!!!you can find here:http://www.bzpower.c...howtopic=264246 i loved it. it had a few bugs, but it showed the best of the rayg kit it was the first game i downloaded at bzp, and the FCG forum was why i joined bzp, so i owe it all to you programmers :3

@UltraHau: Yes, I remember Toa's Quest. The main reason why I haven't "set up" a proper site for my game is due to BZP's rules on linking to other forums and the fact that it simply wouldn't get as much traffic as this forum does. I've already felt this when posting the game on the GMC and moderator: Barely anybody plays it. I can link those people back here, but not the other way around.@bulik: I'll try to give you reason to stay as well. @alpha123: Ah, there you are. I've been missing your feedback for the past few months.

Okay, I haven't played it very long so far, but here are the things that stuck out to me, in no real order:

[*]First off, amazing job Katuko. This thing has come a long way since Alpha 4, which is when I first played it.[*]WHERE ARE THE LIFE BARS? After reading some of your planning stuff, it seems this was the intention all along. Change your plans. Now.[*]It's zoomed strangely on my computer and looks ugly.[*]The buttons that increase/decrease your stats are too small.[*]Projectile weapons are very well done.[*]Shadow seems to drain EP very fast. Might want to slow that down a little bit.[*]Speaking of which, the AI enemies seem to stop randomly, probably because I drained all their EP. However without the LIFE BARS (AHEM) I can't know for sure if this is the case. If it is, you should fix that. They should still use melee attacks.[*]I like the new UI. It could use a little polish (see the thing about the buttons), but overall it's very nice.[*]Earth is an awful lot like Iron...[*]Absorbtion effects are really cool, although except for Magnetism there'll all basically the same.[*]AI Toa/Rahkshi STILL aren't blinded by Light.[*]Lightning is very nice.[*]Teleportation is good, but the camera should follow the teleporter thing instead of the player.[*]Nui-Rama and Exo-Toa see you even with the Chameleon power on. AI Toa/Rahkshi don't seem to though. That's good.[/list]Those are the things that really stuck out at me. Sorry for all the criticism, it's really a fantastic game.

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If the Kanohi masks are a type of technology and most of the MU citizens are Biomechanical beings then how would a Kanohi mask recognize the difference between a Matoran and a Toa?

WHERE ARE THE LIFE BARS? After reading some of your planning stuff, it seems this was the intention all along. Change your plans. Now.

Life bar is where it's always been, top left corner. If you mean the stat bars of enemies, however, those are now only visible to Toa of Psionics and those wearing a Rode. I believe I stated somewhere in the old topic that was always the plan.

It's zoomed strangely on my computer and looks ugly.

I added 150% zoom because the characters were way too small on the screen. I'll add an option to change the zoom level later, but for now it will stay like it is.

The buttons that increase/decrease your stats are too small.

I'll make their hitboxes larger.

Projectile weapons are very well done.

Thank you. They still use melee animations, though, so they aren't 100% done yet.

Shadow seems to drain EP very fast. Might want to slow that down a little bit.

From the user or the target?

Speaking of which, the AI enemies seem to stop randomly, probably because I drained all their EP. However without the LIFE BARS (AHEM) I can't know for sure if this is the case. If it is, you should fix that. They should still use melee attacks.

They have not lost their EP, they are stunned or blinded, depending on attack. It seems like an error in the code makes them regard anything other than 0 "blind" as "can't move at all" despite me setting their threshold to around 0.9 (almost fully blinded). I'm working on fixing this.

Earth is an awful lot like Iron...

Well, it's dirt, and I threw it in just to make Earth do something. Where Iron flies in a straight line and has a delay before firing, Earth simply arcs. It was supposed to stick to the ground, but the method I used caused lag. I'll have to update that.

Absorbtion effects are really cool, although except for Magnetism there'll all basically the same.

It took some time to get decent results in After Effects, so I didn't bother to make ten different animations when I couldn't come up with ideas for more than two.

Teleportation is good, but the camera should follow the teleporter thing instead of the player.

You're right. I'll see about fixing that as well.

Nui-Rama and Exo-Toa see you even with the Chameleon power on. AI Toa/Rahkshi don't seem to though. That's good.

Exo-Toa have their "perception" set very high. This means that unless you are completely invisible, they will see you. AI have a lower "perception", causing you to vanish for them even when a player could see you clearly.

@UltraHau: Yes, I remember Toa's Quest. The main reason why I haven't "set up" a proper site for my game is due to BZP's rules on linking to other forums and the fact that it simply wouldn't get as much traffic as this forum does. I've already felt this when posting the game on the GMC and moderator: Barely anybody plays it. I can link those people back here, but not the other way around.

I meant on a site that doesn't have forums (or anything else that would violate the BZP forum rules) - SourceForge is a good example. I won't link to it because I'm still unsure where the BZP policy stands on linking to external sites, but SourceForge has no forums (or any other way to interact with other users), and it's non-commercial, so it should be okay.

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Every moment gives us a chance to become more than what we are.-Ryu, Street Fighter III: 3rd Strike: Fight for the FutureNot luck. It's what you do that makes you a hero.-Kopaka Nuva, MoLI have but one destiny.-Takanuva, MoL

Hey!! Version 9 now?? WOOO!!! I noticed on your blog that you added AI. Im glad this is getting through, The new updates look really good, I would play it now but i have to go for a bike ride, (YAY!!)Anyways I look forward to see more of the updates and things on here.

WHERE ARE THE LIFE BARS? After reading some of your planning stuff, it seems this was the intention all along. Change your plans. Now.

Life bar is where it's always been, top left corner. If you mean the stat bars of enemies, however, those are now only visible to Toa of Psionics and those wearing a Rode. I believe I stated somewhere in the old topic that was always the plan.

Yes, I was talking about those. Like I said, I know you intended that all along, but it's terrible from a user perspective. Users don't like to be left in the dark about important stuff like that; it's very annoying. Maybe allow Toa of Psionics to see people's DEX, STR, etc instead.

It's zoomed strangely on my computer and looks ugly.

I added 150% zoom because the characters were way too small on the screen. I'll add an option to change the zoom level later, but for now it will stay like it is.

Okay, good, I thought it was just my computer. The extra size is nice, but the text looks ugly.

Shadow seems to drain EP very fast. Might want to slow that down a little bit.

From the user or the target?

From the target, but you can forget about this, since it was based on my below observation, which was wrong.

Speaking of which, the AI enemies seem to stop randomly, probably because I drained all their EP. However without the LIFE BARS (AHEM) I can't know for sure if this is the case. If it is, you should fix that. They should still use melee attacks.

They have not lost their EP, they are stunned or blinded, depending on attack. It seems like an error in the code makes them regard anything other than 0 "blind" as "can't move at all" despite me setting their threshold to around 0.9 (almost fully blinded). I'm working on fixing this.

Okay, that makes sense.

Nui-Rama and Exo-Toa see you even with the Chameleon power on. AI Toa/Rahkshi don't seem to though. That's good.

Exo-Toa have their "perception" set very high. This means that unless you are completely invisible, they will see you. AI have a lower "perception", causing you to vanish for them even when a player could see you clearly.

What about Nui-Rama?

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If the Kanohi masks are a type of technology and most of the MU citizens are Biomechanical beings then how would a Kanohi mask recognize the difference between a Matoran and a Toa?

Awesome, I've been waiting for this since the boards went down. I played it last night, and I'll try it out some more later and leave feedback. However, teleportation is awesome, though the camera should follow the cursor, not the player (unless the player is you know, being attacked or falling to his doom.) Also Chain Lightning>Electricity, though I guess you had to balance them out since toa also get Kanohi and more variety with their elements. Do you have any environment abilities yet, and if not, when will you be adding them? it's Chibinuva BTW.

I meant on a site that doesn't have forums (or anything else that would violate the BZP forum rules) - SourceForge is a good example. I won't link to it because I'm still unsure where the BZP policy stands on linking to external sites, but SourceForge has no forums (or any other way to interact with other users), and it's non-commercial, so it should be okay.

Forums are very useful for getting proper feedback, though.

Yes, I was talking about those. Like I said, I know you intended that all along, but it's terrible from a user perspective. Users don't like to be left in the dark about important stuff like that; it's very annoying. Maybe allow Toa of Psionics to see people's DEX, STR, etc instead.

With all due respect, I don't think I've ever been oblidged to make every change that gets suggested. Life bars are a major part of strategy, I know, and that's exactly why they are now gone. Let's use TF2 as an example of why. The Spy is the only class that gets the "health peep" ability by default. The Medic only gets it by equipping a special weapon. The reason for this is that seeing enemy health lets you pick your battles, and know what you are up against. Haven't we all (TF2 players, I mean) died while running away, then seen a freeze cam where your killer clearly had only a sliver of health left? "Darn," we think, "I should have shot him just once more." A wounded Soldier is still intimidating because he has a rocket launcher and you know he's one of the thoughest classes to take down one-on-one. But a Spy might see that he has about 5 HP left, then instead of running away he will casually kill the Soldier with a single revolver shot. This ability works for the Spy because the Spy is usually killed very, very quickly once discovered. Being able to know when to strike and when to run is a huge part of his gameplay. The Medic is not a direct combat class. He leads the team, somewhat, since he doesn't need to focus so much on his aim. He "just" needs to dodge and let his team handle most of the fighting. When using a microphone to direct the team, the Medic is a spotter and a strategist. He tells when to push, when to retreat and who to kill first. Without the health peep, he is already dangerous. With the health peep, he now gets to say who's the most hurt, and therefore who to aim for. A Heavy usually won't spray bullets at a fleeing person when there's another one more close by, simply because his gun is unlikely to do enough damage at far large range. But if his Medic says "that guy who runs has 20 health left, tops", then the Heavy might mow him down. This then eliminates an enemy player from the field and sticks him in respawn, instead of having him meet his own medic around the corner and be back in half the time. A major change in the flow of battle, especially if it was a combat class. Toa of Psionics don't have the sheer firepower of other elements, and might thus be a bit like the Spy. Those choosing to wear a Rode lose the potential advantages of Miru, Pakari, Kakama, etc. they trade one ability for another. This is the balancing factor.

It's zoomed strangely on my computer and looks ugly.

I added 150% zoom because the characters were way too small on the screen. I'll add an option to change the zoom level later, but for now it will stay like it is.

Okay, good, I thought it was just my computer. The extra size is nice, but the text looks ugly.

I'm working on fixing that. I thought Game Maker would do like it does with drawn shapes (doesn't scale them borders with the view), but evidently text works differently.

Exo-Toa have their perception" set very high. This means that unless you are completely invisible, they will see you. AI have a lower &quot;perception&quot;, causing you to vanish for them even when a player could see you clearly.

What about Nui-Rama?

IIRC, they have the same values as player bots.

YES! It's on the new site! Part of the reason I kept checking on BZP was for this!

I'm glad to be back as well.

Awesome, I've been waiting for this since the boards went down. I played it last night, and I'll try it out some more later and leave feedback. However, teleportation is awesome, though the camera should follow the cursor, not the player (unless the player is you know, being attacked or falling to his doom.) Also Chain Lightning and Electricity, though I guess you had to balance them out since toa also get Kanohi and more variety with their elements. Do you have any environment abilities yet, and if not, when will you be adding them? it's Chibinuva BTW.

"Camera should follow cursor" added to my list of things to do.

What is with the My Little Pony avatars and banners?

The series has become an internet fad/meme of sorts, after it turned out people above the usual target audience age found it funny and interesting. I don't see the full appeal, but I do think a few of the jokes I've seen were funny. I remember that the BZP staff sometimes changed their usernames and avatars to match fads/memes in the past, so I wouldn't be surprised if they did it with MLP given the attention it has gotten. Other members do it out of their own will. I'm not one to judge. I find it silly and kind of humorous, but since I'm not a big fan otherwise you won't see me with a pony avatar.

What would the Kraakhan do?

It would either blind with shadow, make you transparent in dark areas or cause a weak anger/berserk effect in the target. Possibly several of these, depending on game balance.

its a REALLY creepy fad.

I wouldn't call it creepy, just silly; but let's keep that discussion out of this topic, all right? I know it's a can of worms on certain other forums.

Works fine on my end, so I'm at a bit of a loss here. Keep in mind that due to my current sprite setup the armor will not be visible on your character. As long as you see, say, "Nuva Armor" in the item box, it should show up in-game as one of the gray bars in the lower-left corner.

I meant on a site that doesn't have forums (or anything else that would violate the BZP forum rules) - SourceForge is a good example. I won't link to it because I'm still unsure where the BZP policy stands on linking to external sites, but SourceForge has no forums (or any other way to interact with other users), and it's non-commercial, so it should be okay.

Forums are very useful for getting proper feedback, though.

True, but SourceForge allows reviews, and since it has no forums, and it's non-commercial, if you host your project on SourceForge, you should be able to safely link to it from here. Also, I'd like to see more Bionicle fangames that work natively on OSes besides Windows, too, like Linux and Mac OSX. Not all of us use Windows (me and and alpha123 [IIRC] come to mind).

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Every moment gives us a chance to become more than what we are.-Ryu, Street Fighter III: 3rd Strike: Fight for the FutureNot luck. It's what you do that makes you a hero.-Kopaka Nuva, MoLI have but one destiny.-Takanuva, MoL

True, but SourceForge allows reviews, and since it has no forums, and it's non-commercial, if you host your project on SourceForge, you should be able to safely link to it from here. Also, I'd like to see more Bionicle fangames that work natively on OSes besides Windows, too, like Linux and Mac OSX. Not all of us use Windows (me and and alpha123 [IIRC] come to mind).

The thing about SourceForge is that it seems to be all about open-source shareware. I'm not going to release my source for this (yet, anyways), and since the source would be a *.GMK I'm not sure if it would even be accepted. When it comes to Mac/Linux support, I would love to add that, but Game Maker for Windows can't export to the needed formats.

are there any new maps?

Ta-Koro is new. Thanks for your support, I hope you will enjoy this and future updates!

Yes, I was talking about those. Like I said, I know you intended that all along, but it's terrible from a user perspective. Users don't like to be left in the dark about important stuff like that; it's very annoying. Maybe allow Toa of Psionics to see people's DEX, STR, etc instead.

With all due respect, I don't think I've ever been oblidged to make every change that gets suggested. Life bars are a major part of strategy, I know, and that's exactly why they are now gone.

I certainly didn't mean to force you to implement them. However, the goal isn't a game that's perfectly balanced, the goal is a game that people play. And I play the game more with life bars.

...long rant...

I guess that convinced me. I'll survive without my precious life bars. Hopefully. Just be prepared to see people suggest this as a "feature" a lot, okay?

Exo-Toa have their perception" set very high. This means that unless you are completely invisible, they will see you. AI have a lower &quot;perception&quot;, causing you to vanish for them even when a player could see you clearly.

What about Nui-Rama?

IIRC, they have the same values as player bots.

Hmm. Shadow doesn't seem to blind them for me. I noticed you increased fall damage a lot. That's good, although it's still possible to survive a fall from the cliff in Karda Nui. Oh, and in the Mangaia map, lots of AI bots tend to cluster in the bottom left corner and punch at the wall.

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If the Kanohi masks are a type of technology and most of the MU citizens are Biomechanical beings then how would a Kanohi mask recognize the difference between a Matoran and a Toa?

I certainly didn't mean to force you to implement them. However, the goal isn't a game that's perfectly balanced, the goal is a game that people play. And I play the game more with life bars. [...] I guess that convinced me. I'll survive without my precious life bars. Hopefully. Just be prepared to see people suggest this as a "feature" a lot, okay?

As good as every multiplayer game I see doesn't show life bars, so I'm not really worried.

Hmm. Shadow doesn't seem to blind them for me.

Ah, you're right. Note that Light flares do, however, so it's kind of a reverse situation for them. Players have a sliding scale of "blindness", ranging from 0 to 1 in fractions. Nui-Rama, however, simply have a "stunned" variable. This will get fixed sooner or later.

I noticed you increased fall damage a lot. That's good, although it's still possible to survive a fall from the cliff in Karda Nui.

Yes, a Toa of Air (decreased gravity) with high VIT and DEX can survive the drop. I'm reluctant to up the fall damage even more, however, since that would make it kind of extreme for other characters on shorter drops. Toa of Gravity already do pretty heavy damage.

Oh, and in the Mangaia map, lots of AI bots tend to cluster in the bottom left corner and punch at the wall.

Er. Thought I had fixed that, but apparently not. I'll have to add some invisible objects to disperse them (and also tell them to jump at the edges in Ta-Koro and avoid the high drops in Karda Nui).

I certainly didn't mean to force you to implement them. However, the goal isn't a game that's perfectly balanced, the goal is a game that people play. And I play the game more with life bars. [...] I guess that convinced me. I'll survive without my precious life bars. Hopefully. Just be prepared to see people suggest this as a "feature" a lot, okay?

As good as every multiplayer game I see doesn't show life bars, so I'm not really worried.

Okay. I'm not a gamer, so I haven't played any other multiplayer games. Still, if all your friends jumped off a bridge, would you? I think being different from all the other multiplayer games would be good in this case. Anyway, the lack of life bars is kind of starting to bother me less, so I'll try to leave you alone about this. Toa of Air power doesn't seem to work on Nui-Rama.

Edited by alpha123, Oct 16 2011 - 12:49 PM.

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If the Kanohi masks are a type of technology and most of the MU citizens are Biomechanical beings then how would a Kanohi mask recognize the difference between a Matoran and a Toa?

"Jump off a bridge?" I'm not exactly doing extreme things like removing the ability to jump or give everyone insta-kill powers here. I am analyzing the affect life bars has on a player's strategy and making an educated guess as to which option would be best. The decision I've made doesn't really fit into the bridge-jumping metaphor at all. It describes doing something (in most cases) self-damaging due to peer pressure. I believe the tornado attack does slight damage to Nui-Rama, but it generally won't them kill outright. They don't get thrown around because of their movement script overriding the tornado's, but I'm working on fixing that. Right now my "fix list" has round 40 entries, with both tiny and large impacts on the game and its coding. This list does not include missing powers and the likes. It'll take a while to get through it, and since I got some important school work to do (*shudder*) it will take even longer. And BAAAH, I haven't even started multiplayer yet. Darn it.